unreal.InterchangePipelineBase

class unreal.InterchangePipelineBase(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Interchange Pipeline Base

C++ Source:

  • Module: InterchangeCore

  • File: InterchangePipelineBase.h

does_property_states_exist(property_path) bool

Return true if the property has valid states, false if no states was set for the property

Parameters:

property_path (Name) –

Return type:

bool

find_or_add_property_states(property_path) InterchangePipelinePropertyStates

Return a mutable property states Reference. Add the property states if it doesnt exist.

Parameters:

property_path (Name) –

Return type:

InterchangePipelinePropertyStates

scripted_can_execute_on_any_thread(pipeline_task) bool

Non virtual helper to allow blueprint to implement event base function let the interchange know if it can run asynchronously. the Interchange manager is calling this function not the virtual one that is call by the default implementation.

Parameters:

pipeline_task (InterchangePipelineTask) –

Return type:

bool

scripted_execute_export_pipeline(base_node_container) None

Non virtual helper to allow blueprint to implement event base function let the interchange know if it can run asynchronously. the Interchange manager is calling this function not the virtual one that is call by the default implementation.

Parameters:

base_node_container (InterchangeBaseNodeContainer) –

scripted_execute_pipeline(base_node_container, source_datas) None

ScriptedExecutePipeline, is call after the translation and before we parse the graph to call the factory. This is where factory node should be created by the pipeline. Each factory node represent an unreal asset create that will be create by an interchange factory. note: the FTaskPipeline is calling this function not the virtual one that is call by the default implementation.

Parameters:
scripted_execute_post_factory_pipeline(base_node_container, factory_node_key, created_asset, is_a_reimport) None

ScriptedExecutePostFactoryPipeline is call after the factory create the unreal asset but before calling PostEditChange. note: the FTaskPreCompletion task is calling this function not the virtual one that is call by the default implementation.

Parameters:
scripted_execute_post_import_pipeline(base_node_container, factory_node_key, created_asset, is_a_reimport) None

ScriptedExecutePostImportPipeline is call after we completely import an asset, PostEditChange is already called. This can be useful if you need an asset build data to finish the setup of another asset. example: PhysicsAsset need skeletal mesh render data to be build properly. note: the FTaskPipelinePostImport is calling this function not the virtual one that is call by the default implementation.

Parameters:
scripted_execute_pre_import_pipeline(base_node_container, source_datas) None

Scripted Execute Pre Import Pipeline

Parameters:
scripted_set_reimport_source_index(reimport_object_class, source_file_index) None

Non virtual helper to allow blueprint to implement event base function. the Interchange framework is calling this function not the virtual one that is called by the default implementation.

Parameters:
  • reimport_object_class (type(Class)) –

  • source_file_index (int32) –